Movements: The player begins choose any hole in your field and increase in hand all the seeds deposited there. The leads then counterclockwise planting them one by one in each hole on the course. The opponent plays after similarly. Players continue to move and turn.
may be that a heavily loaded hole containing 12 or more seeds, thus sowing will give more than one full turn to the board. The player who comes from such a hole, letting it should skip it empty. Ie the hole from which it comes, must be empty after sowing.
Screenshots: When last seed sown falls into a hole of the opponent, there completing a load of 2 or 3 seeds, the player movement did catch these 2 or 3 seeds and stored in your tank. If the previous hole to the newly captured
contain 2 or 3 seeds, these seeds are also captured. This allows you to capture a succession of several holes, which is interrupted by a hole that has more than 3 or less than 2 seeds. But in any case, note that only capture the opponent's court.
Special Situations:
- A player can not completely empty the opponent's court. You should try to play from another hole. But it may happen that on any hole, I always capture all the opponent's court, in which case the play is not effected and the game ends here. Each player will add to your deposit the seeds in your field.
- When a player's move, he remains with his field completely empty, the opponent is obliged, if possible, to plant something on them. If not possible, the game is ended and the player with seeds still in the pits of their own, add them to your deposit.
- When only a few seeds that can travel without the possibility of catch for any of the players, the game ends and each contestant added to your deposit the seeds in your field.
can also terminate the game if a player exceeds the amount of 24 seeds in your tank.
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